designing an online serious game to prevent school violence in korea

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    Asia-Pacific Collaborative education Journal

    Vol. 8,

    No.2

    2012, pp. 17-27

    esigning

    an

    Online Serious

    Game

    to

    Prevent

    School Violence in Korea

    Yong-Chil Yang Jong-Hyun Park Dae Yeoul Lee

    Soon-Hyung Kwon Joo-Eun Shim

    Abstract

    The purpose

    o

    this study

    is to

    suggest specific

    ways o designing educational programs for school

    violence prevention by applying a serious online

    game

    in

    Korea.

    To do

    this first the authors

    analyzed literature programs and cases related to

    school violence. Second we derived design

    principles for serious games from the analysis

    o

    current game contents. Finally we wrote a design

    process to develop the game. A serious game for

    school violence prevention was specifically designed

    based on these design principles and processes. It

    was applied by registering school violence cases

    processing the cases drawing solution plans and

    finishing the

    game.

    The

    game is intended for a game

    user to be self-taught and self-cured by participating

    in the solution process o school violence cases.

    Keywords: school violence online serious game

    game design

    17

    Introduction

    As the types and characters of school violence

    have become more and more aggressive and diverse,

    the number of students suffering from school

    violence has been seriously increasing in Korea Ro

    et al., 2006, Park et al., 2007).

    To

    prevent school

    violence, government-related organizations have

    been offered various measures and policies.

    However, they seem to be ineffective to reduce it.

    One possible solution to reduce school violence is to

    provide educational programs which are appropriate

    to educational needs, socioeconomic conditions, and

    information technology change for students. School

    violence could be gradually and progressively

    reduced by providing effective serious games for

    school settings with a long-term perspective.

    There have been many attempts to reduce

    school violence by applying serious games to

    educational programs. A serious game is a game

    designed to accomplish specific goals implicitly by

    using fun and game characters at the same time Han,

    201 0 . The game is known

    as

    a way that can be used

    effectively in the area of education, psychotherapy,

    advertisement and more. In particular, it could be

    provided as realistic multimedia contents for

    psychotherapy for the assailant, or the victim

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    Designing an Online Serious Game to Prevent School Violence in Korea

    accessible to all students. Second, these programs

    are not likely to be natural and enjoyable or fun to

    students. Third, they are not matched with the

    students cognitive ability to understand and judge

    solution to school violence problem. Fourth, the

    programs

    do

    not seem to be developed for students

    to participate more actively. Fifth and last, they are

    not likely to give continuous provision to students.

    Based upon the results

    o

    analyzing current school

    violence prevention and treatment programs, they

    should be enjoyable, fun and easy for every student

    to access. Also, they should be organized

    to

    match

    with students cognitive ability and to be provided to

    students repeatedly.

    nalysis o Serious Games

    To derive strategies for a serious game to be

    used for the prevention and treatment

    o

    school

    violence, we examined existing serious games in the

    public school setting. The number

    o

    the examined

    serious games were six: Food Force (UN WFP,

    2005), Earthquake in Zipland (Zipland Interactive,

    2004a), Personal Investigator (Zipland Interactive,

    2004b

    ,

    Hanza Maru (Naucom, 2008), Clammy

    Clammy, Brain Class (Nintendo, 2007), and

    Mabubchunjamun (Nintendo, 2006). There are three

    foreign games (Food Force, Personal Investigator

    and Earthquake in

    Zipland), and three domestic games (Hanza

    Maru, Clammy Clammy, Brain Class and

    Mabumchunjamun), respectively. Their main

    purposes are one for the general public (Food Force),

    two for treatment (Personal Investigator and

    Earthquake in Zipland), and three for education

    (Hanza Maru, Clammy Clammy Brain Class and

    Mabumchunjamun).

    Suggestions drawn from the analysis

    o

    those

    six serious games are

    as

    follows: First, a serious

    19

    game needs

    to

    provide a space for users

    to

    write

    their journals. Second, the game design should

    include both learning and fun in the content. Third, it

    could have reward systems to keep users playing the

    game. Fourth, it should tell a story

    as

    in a real case

    related to school violence. Fifth, it should help users

    play the game persistently through various and

    appropriate levels o their ability. Sixth and last, it

    could be more effective by getting useful

    information which

    is

    needed to complete the game,

    and

    to

    stimulate a competitive mind by helping the

    user perform the game with other users rather than

    alone.

    Research methods

    To

    do

    this research, the following steps and

    procedures are applied. The first step

    is

    to analyze

    the cases

    o

    serious games

    to

    derive appropriate

    design principles for the research. The second step

    is

    to derive a design process for the serious game to be

    applied. The third step

    is to

    study literature and cases

    related to school violence in order to acquire

    contents connected to psychotherapy and education.

    The fourth step is

    to collect the cases

    o

    school

    violence and apply available ones

    to

    the design. The

    final step

    is

    to design the online serious game

    program to reduce school violence. The flow o

    research steps

    is

    outlined below in Figure

    1.

    esign ways

    of online serious games

    The online serious game to be designed through

    this study aims to become an effective

    psychotherapy tool for assailants and victims who

    were suffering from school violence, to get

    knowledge and information about school violence,

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    Asi a

     Pacific C

    ollaborati

    ve educati

    on Journa

    l

    A

    nalyzin

    g seriou

    s games

    A

    nalyze th

    e model

     cases

    o serious g

    ames an

    d derive

    design pr

    inciples

    from

    it 

    L

    2

    De

    veloping

     a design

     proce d

    ure of th

    e online

    serious g

    ame.

    De

    velop the

     proce du

    re and st

    ep for

     

    th

    e design

    o

     

    the se

    rious g

    ame

    in

    onli

    ne.

    L

    3

    A

    nalyzing

     litera tu

    re and  c

    ases o f s

    chool vio

    lence ps

    ychothe

    rapy p ro

    gram s

    Anal

    yze the c

    ontent 

    o school

    violence

     psych oth

    erapy p r

    ograms

    through  t

    heir liter

    ature and

     case

    inv

    estigatio

    n.

    L

    4 Ana ly

    zing cas

    es

    o

    sch

    ool viole

    nce

    Collect and analyze the  cases

    o

    school violence,  then select cases  available in the design 

    o

    the

    ser

    ious g

    ame

    L

    5 Design

    ing the  o

    nline se

    rious gam

    e

    De

    sign the

    serious

    game

    s

    chool vio

    lence ps

    ychother

    apy acco

    rding

    to

    the desig

    n princip

    les and

    proc

    edures o

    nline.

    igure

     

    1

      Research

     proce du

    res and

    steps

    an d

      to fin d

    solutions

      to red u

    ce schoo

    l violen

    ce. This

    game is differentiated from   othe r games  i n severa l

    ways.

    First, it

      provid e

    s a true-

    false tes

    t for the

      user

    to

      acqu ire

      basic  

    knowled

    ge abou

    t school

      viole nc

    e.

    Second

    , it pr

    ovides 

    a priva

    te secto

    r called

      the

    Det ec

    tive C e

    nter for

      the user

    . Third,

    it

    is

    de

    signed  

    to be vi

    vid and

      easy to

      acce ss

      by p ro

    viding  r

    eal

    case

    s relate

    d to sch

    ool viol

    ence onl

    ine. Fou

    rth, the

    use

      o vario

    us spac

    es for ac

    quiring

    inform a

    tion and

     

    resourc

    es for  s

    olving v

    iolence

    problem

    s is expe

    cted

    to red uce the user s   re luctance   to se ek   help th rough 

    p

    ublic he

    lp cente

    rs such

      as th e

    police 

    station 

    or

    c

    ounselin

    g cente

    r. The  s

    pecific 

    ways

    o design

    ing

    the

    online

    serious

      ga m e

    are ex

    plained

    in the

    fo

    llowing

    sections.

     

    The lo

    w o he

     Game

    T

    he user

    plays  th

    e role 

    o the  d

    etective

    , and

    receiv es a ca se in th e game,   whic h

    is

    dra matized 

    20

    bas

    ed on re

    al schoo

    l violen

    ce. In or

    der to  s

    olve this

     

    case,  th e user gets info rmation such as similar cases

    o s

    chool v

    iolence

    , releva

    nt new

    spapers

      an d  

    br oad

    casts,

    counselo

    r s ad

    vice, li

    terature,

      an d  

    interv

    iews w

    ith peop

    le invo

    lved in

    the case

    . The 

    u

    ser carr

    ies out t

    he missi

    on to ac

    quire th

    e resour

    ces

    for p

    roblem

    solving.

      After   a

    cquiring

      resou rc

    es from 

    various

    spaces  o

    n the g

    ame wo

    rld, the

    user der

    ives

    solution

    s to the

      schoo l

    violence

      by u sin

    g the a

    bove

    res

    ources.

    Table 2

      show s

    specific

      conte n

    ts o th

    e

    game.

    xpl

    anation

     

    o

    the

     Main

     Menu

    T

    he mai n

     menu s

    o this g

    ame are

     The D e

    tective 

    Offi

    ce, Dete

    ctive Tr

    aining   C

    enter, St

    reet, PC

     Room ,

    Pol

    ice Offi

    ce, Bro

    adcastin

    g Statio

    n, Wee

    -Center,

     

    Library

    , Newsp

    aper, an

    d Cafe.

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    Tab

    le 2 Flo

    w

    o

    f the game

    Step

    Starting G ame

    (See Figure 2)

    Reporting C as

    e

    Collecti

    ng Clues

    (See Fi g

    ure

    3

    Deriving Solutio

    ns

    (S

    ee Figure 4)

    Ending Gam e

     

    esigning an

    Online Serious Gam

    e to Prevent Schoo

    l Violence in K orea

    Specif

    ic ontent

    • T his

    step shows the en

    tire cover story w

    ith game start.

    t

    provi

    des introduction a

    nimation to acq u

    ire the user's atten

    tion.

    • T h

    is step presents th

    e cases in the f or

    m

    o

    f animation fo

    r user to understa

    nd easily.

    t p

    rovides realistic c

    ontext of sc hool

    violence and help

      users recognize

    the school

    viole

    nce.

    • User

     reports eac h case

     

    of

     school violen

    ce in each chapte

    r at the detective o

    ffice.

    • After repor

    ting the case, Use

    r walks around th

    e village to collec

    t clues.

    • User has to

      collect seven clu

    es by playing th

    e game in the se

    ven places (Polic

    e

    center, Wee-cen

    ter, Broadcasting

      station, Newsp a

    per, PC room, Li

    brary, or Street),

    and save coll

    ected data in the d

    etective's notes.

    • User can acqu

    ire knowledge of s

    chool violence an

    d have fun w ith t

    he same time 

    y

    playing game.

    • After f

    inishing clue  coll

    ecting, user mov

    es to the detectiv

    e office to comb

    ine the

    piece of

    solution clues a

    nd write the repor

    t.

    • After

    completing combi

    ning clues, user w

    rites solutions

    y questions which

     help to

    re ach s

    olutions. The w

    ritten solutions a

    re registered  on

      the bulletin  boa

    rd and

    shared w

    ith other users a nd

     experts.

    • Peer us e

    rs express their o

    pinion about solu

    tions which w er e

     registered by the

    users

    on the bull

    etin board, and in

    teract with others

      y clicking G o

    od button or w ri

    ting

    their opini

    on.

    • This step su g

    gests solutions at

     the expert level:

    The form of text o

    r video.

    • User can ha

    ve opportunity t

    o derive solution

      to school violen

    ce y himself a

    nd

    correct his solution through peer users' opinion and provided solutions.

    • This

     step makes and

    provides solutions

     

    of

    the experts in

    the form of anima

    tion.

    • T he

    assistant summari

    zes the case of ea

    ch chapter.

    • U se

    r can rethink  ab o

    ut what he learn

    ed from the gam

    e and compare hi

    s solution

    w it h

     experts' solutions

    .

    t

    give

    s rief introductio

    n about the case of

    next chapter.

    Figure 2

    Gam e sta

    rt

    Fig

    ure 3 D

    etective noteboo k

     with collected cl

    ues

    2

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    A sia-P

    acific Col

    laborative

     e d ucatio

    n Jo urnal

    igure 4

    De

    riving so

    lution

    igure

    5 Th

    e mini m

    ap

    o

    ma

    in menu

    Table

     3 M

    ain men

    u and th

    eir functi

    ons

    o

    h

    e game 

    Main m

    enu

    Dete

    ctive Off

    ice

    Det

    ective Tr

    aining C

    enter:

    OX spe

    ed game

     

    Street

    PC

     Room  

    Po

    lice Offi

    ce

    B

    roadcas

    ting Stat i

    on

    W ee-

    Center 

    Li

    brary

    Ne

    wspaper

     

    Cafe

    unctio

    ns

    • C

    lick the  f

    urniture

    placed in

    side the

    office to

    move to

    more det

    ailed scr

    een.

    • D

    etailed  m

    enu: De

    tective  l

    icense fr

    ame, tro

    phy, des

    k, TV b

    ook-shelf

    , and

    b

    ulletin.

    • Acqu

    ire know

    ledge ab

    out schoo

    l violenc

    e throug

    h OX sp

    eed game

    .

    • P lac

    e for list

    ening to

    general

    public op

    inion ab

    out scho

    ol violenc

    e.

    • P ro

    vide a fo

    rm

    o

    ani

    mation,

    video and

     text.

    • P r

    ovide int

    ernet mat

    erials rel

    ated to  s

    chool vio

    lence.

    • Prov

    ide a pe

    rsonal bl

    og or wr

    iting reg

    istered  o

    n twitter

    , picture

    s or inter

    net

    new

    s, and w

    eb cartoo

    ns relate

    d

    to

      sch

    ool viole

    nce.

    • The u

    ser can s

    earch inf

    ormation

     with ke

    y words r

    elated to

      schoo l v

    iolence.

    • P

    rovide  th

    e inform

    ation ab

    out case r

    ecords r

    elated to

    school v

    iolence.

    • T

    he user c

    an get cl

    ues throu

    gh obtai

    ned reso

    urces abo

    ut the ca

    se for pr

    oblem 

    s

    olving  b

    ased on

      exam pl

    es and  i

    s also a

    ble to se

    t up the

      direc ti

    on for

    d

    rawing t

    heir own

     solution

    .

    • P rov

    ide med

    ia or broa

    dcasting

     article s

    related to

      schoo l v

    iolence.

     

    • P rov

    ide vide

    os, exper

    t intervie

    w image

    s.

    • P lac

    e for pro

    viding th

    e school

     violence

     expert  s

     opinion.

     

    • Prov

    ide the 

    expert s  a

    nalysis

    and solut

    ion or  th

    e expert

     s m essag

    e relate

    d

    to

    scho

    ol violen

    ce.

    • Prov

    ide relev

    ant refer

    ences on

     schoo l v

    iolence.

    • Prov

    ide defi

    nition

    o

    school

    violence

    , the law

      related

      to scho

    ol violen

    ce,

    pe na

    lties and

      regula tio

    ns about

     schoo l v

    iolence

    and infor

    mation.

    • P ro

    vide new

    spaper  a

    rticles re

    lated to 

    school vi

    olence  c

    ases whi

    ch the us

    er is

    w

    orking ou

    t.

     A pla ce

      for shar

    ing opin

    ions and

      comm un

    icating 

    in the ga

    me worl

    d during

     

    users log

    -inning s

    imultane

    ously.

    22

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    Designing an Online Serious Game to Prevent School Violence in Korea

    The functions

    o

    these menus are presented in

    Table 3 The mini map

    o

    main menu is shown in

    Figure 5

    Main haracters

    nd

    Their Roles

    The detective is a character who is played by

    the user in the game. Apart from the detective, there

    Table 4 Main characters and explanations

    Characters

    Detective

    (User)

    Assistant

    (Tutor)

    Client

    Police officer

    Newspaper reporter

    Counselor

    Librarian

    PC room owner

    Broadcasting Producer

    Pedestrian

    Explanation

    The user directly controls the detective and moves to each place o the

    village. The user obtains resources to solve the case by playing various

    games in each place, and suggests the final solution to the case based upon

    clues and information.

    The assistant is a character who is in charge

    o

    the tutor. The assistant plays

    the role o guide and adviser to help the user play the game smoothly. To

    explain how to play the game, the assistant gives a guide to the player in the

    form

    o

    a tutorial.

    The assistant plays the role

    o

    not only guiding the game but also motivating

    the player and promoting interaction.

    The client plays the role

    o

    receiving the solution after requesting the case,

    delivering an animation message (narrator), and developing the solution.

    The police officer is a character who the user can meet at the police office,

    and provides 'the game

    o

    justice' and the material

    o

    the school violence

    case which is similar to a real case.

    The newspaper reporter is . a character who the user can meet at the

    newspaper company. She/he provides 'find the hidden picture' game, and a

    newspaper related to the case

    o

    school violence.

    The counselor is a character who the user can meet at the Wee-center.

    She/he provides 'Music tok tok' game and opinion related to the case

    o

    school violence as a school violence counselor.

    The librarian provides 'jumbled vocabularies ' game, books or literature

    related to the case o school violence.

    The PC room owner provides 'struggle' game at the PC room, which allows

    the user to find out information related to the cases

    o

    school violence case

    on the internet.

    The broadcasting producer provides 'brain plus' game and imagery data

    related to the case

    o

    school violence.

    The pedestrian expresses his/her opinion about the school violence through

    the interview. She/he says his/her opinion or tells the story

    o

    his/her

    experience in the case o school violence. Depending on the case, this

    character changes to a suitable different character such

    as

    parties to the case,

    friend, adult, parent, grandmother etc.

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    Designing an Online Serious Game to Prevent School Violence in Korea

    Jong-Hyun ark is a doctoral student at Andong

    National University in Korea. He received a master

    degree in educational technology from Andong

    National University.

    Email: [email protected]

    Dae Yeoul Lee

    is

    a master student at Andong

    National University in Korea. He received BA in

    educational technology from Andong National

    University.

    Email: [email protected]

    Soon-Hyung Kwon

    is

    a master student at Andong

    National University in Korea. He received BA in

    educational technology from Andong National

    University.

    Email: [email protected]

    Joo-Eun Shim

    is

    a undergraduate student in the

    Dept. of Educational Technology at Andong

    National University in Korea.

    Email: [email protected]

    Received Date: August. 30 2012

    Revision received Date: October. 9

    2012

    Accepted Date: October. 30 2012

    27